Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part) Page: <<   < prev  7 8 [9] 10 11   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/8/2011 8:26:12 PM   
Alfred

 

Posts: 6685
Joined: 9/28/2006
Status: offline

quote:

ORIGINAL: Graymane

Did the hotkeys change in this latest beta? I notice that '5' and '6' no longer do anything while '4' now seems to show the supply path?







that is not the supply path being displayed. You are being shown the different national territories.

Alfred

(in reply to Graymane)
Post #: 241
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/8/2011 8:40:21 PM   
Rainer

 

Posts: 1210
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
Status: offline
quote:

Cancel this order.


Cancelled

_____________________________

WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

(in reply to Buck Beach)
Post #: 242
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/8/2011 8:48:29 PM   
Rainer

 

Posts: 1210
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
Status: offline
quote:

Did the hotkeys change in this latest beta? I notice that '5' and '6' no longer do anything while '4' now seems to show the supply path?


4 shows Nationality (as Alfred pointed out)
5 shows Supply Path (for selected Base)
6 shows Patrol Zones (if any in the area shown)

All WAD (for the betas)

_____________________________

WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

(in reply to Graymane)
Post #: 243
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/8/2011 9:21:52 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
5 can take a while to display if you have an older machine or a small laptop. Scrolling with 5 on can also be quite choppy.

_____________________________

Pax

(in reply to Rainer)
Post #: 244
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/9/2011 1:57:56 AM   
oldman45


Posts: 2320
Joined: 5/1/2005
From: Jacksonville Fl
Status: offline

quote:

ORIGINAL: PaxMondo

5 can take a while to display if you have an older machine or a small laptop. Scrolling with 5 on can also be quite choppy.



Taking a while is a bit of an understatement depending on the location. It took about a minute in the DEI and I quit waiting after 3 minutes in India.

_____________________________


(in reply to PaxMondo)
Post #: 245
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/9/2011 7:24:13 AM   
Oliver Heindorf


Posts: 1911
Joined: 5/1/2002
From: Hamburg/Deutschland
Status: offline
1.) the "5" is worrying me. hitting once "5" the result showed  up after 5 seconds. After 30 min of game play, it took 1 minute in the same area to show up. Intel Quad core Q6600 here with ATI 4770 gfx which means arguing "slow machine" doesnt count here.

2.) In my p7 Version the drawing of the new range circles using drop tanks still doesnt work.
Before p6 it worked always with any beta and with stock. p7 didnt fixed it here at my end ?

_____________________________


(in reply to oldman45)
Post #: 246
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/9/2011 10:48:00 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Do you have a save with the DT patrol circles for ASW/Nav search not working?
It was working for me.


_____________________________

Michael

(in reply to Oliver Heindorf)
Post #: 247
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/9/2011 12:10:16 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
Dunno if this has been reported yet, but since the most recent patch, I went stateside and looked at some air units I had been training, 100%....I tried to flip them to "escort", or another function, and while the audio "click" could be heard, the units would not move from training..

I was able to "standdown", and this, then allowed me to put the unit in another function.....Wierd..

_____________________________




(in reply to michaelm75au)
Post #: 248
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/9/2011 12:24:36 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
quote:

ORIGINAL: m10bob

Dunno if this has been reported yet, but since the most recent patch, I went stateside and looked at some air units I had been training, 100%....I tried to flip them to "escort", or another function, and while the audio "click" could be heard, the units would not move from training..

I was able to "standdown", and this, then allowed me to put the unit in another function.....Wierd..

I found that you could set training to 100% and then select a primary non-training mission. This could cause confusion in some code.
Setting 100% will automatically set the primary mission to Training.
I probably didn't think it from the other angle - selecting a non-training mission should turn off the training % (ie 0%).
At the moment, you would need to move training off 100% (set to 0 or any thing less than 100) to select a new primary mission.

< Message edited by michaelm -- 8/9/2011 12:25:03 PM >


_____________________________

Michael

(in reply to m10bob)
Post #: 249
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/9/2011 1:04:33 PM   
Oliver Heindorf


Posts: 1911
Joined: 5/1/2002
From: Hamburg/Deutschland
Status: offline
Anyone still have troubles with the Airgroup rage circle draw using Drop tanks for Airgroups ? (like me?) i.e. useing drop tanks does not enlarges the range circles of the air group ?

the airgroup uses the drop tank but it is not shown in the range cirlce draw.

_____________________________


(in reply to michaelm75au)
Post #: 250
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/9/2011 1:07:26 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
There seems to be a case of crossed wires.
What was fixed (and originally reported) was the search arcs not taking in to consideration drop tanks.

I don't know about any issue with DT for normal range rings.

[edit]
DT range circle should be pink (extended) and grey (normal). Shows if group has DT capabilty, not if using DT at the time.

< Message edited by michaelm -- 8/9/2011 2:31:31 PM >


_____________________________

Michael

(in reply to Oliver Heindorf)
Post #: 251
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/9/2011 2:50:40 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: m10bob

Dunno if this has been reported yet, but since the most recent patch, I went stateside and looked at some air units I had been training, 100%....I tried to flip them to "escort", or another function, and while the audio "click" could be heard, the units would not move from training..

I was able to "standdown", and this, then allowed me to put the unit in another function.....Wierd..

I found that you could set training to 100% and then select a primary non-training mission. This could cause confusion in some code.
Setting 100% will automatically set the primary mission to Training.
I probably didn't think it from the other angle - selecting a non-training mission should turn off the training % (ie 0%).
At the moment, you would need to move training off 100% (set to 0 or any thing less than 100) to select a new primary mission.

Noticed this as well, and once I figured out that all I had to do was to move the training to below 100% everything is fine. If this helps your code, I don't find this to be an issue.

_____________________________

Pax

(in reply to michaelm75au)
Post #: 252
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/9/2011 7:11:41 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: m10bob

Dunno if this has been reported yet, but since the most recent patch, I went stateside and looked at some air units I had been training, 100%....I tried to flip them to "escort", or another function, and while the audio "click" could be heard, the units would not move from training..

I was able to "standdown", and this, then allowed me to put the unit in another function.....Wierd..

I found that you could set training to 100% and then select a primary non-training mission. This could cause confusion in some code.
Setting 100% will automatically set the primary mission to Training.
I probably didn't think it from the other angle - selecting a non-training mission should turn off the training % (ie 0%).
At the moment, you would need to move training off 100% (set to 0 or any thing less than 100) to select a new primary mission.



Thank you michaelm

_____________________________




(in reply to michaelm75au)
Post #: 253
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/10/2011 5:42:50 PM   
oldman45


Posts: 2320
Joined: 5/1/2005
From: Jacksonville Fl
Status: offline
Has anybody else noticed that major damage that usually need a shipyard to repair is being allowed to repair pier-side if there is a shipyard present in the port? I am not talking about 1 or 2 points, I have a couple of ships that are in port with 20+ major damage and the port will repair it with the ship sitting at the pier.

_____________________________


(in reply to m10bob)
Post #: 254
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/10/2011 5:47:55 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
quote:

ORIGINAL: oldman45

Has anybody else noticed that major damage that usually need a shipyard to repair is being allowed to repair pier-side if there is a shipyard present in the port? I am not talking about 1 or 2 points, I have a couple of ships that are in port with 20+ major damage and the port will repair it with the ship sitting at the pier.

Haven't seen this, but I wasn't looking. Michael will want a save posted if you have one. I don't have any damaged ships right now in either of my test-beds, although I think I could arrange for some pretty quick if I needed.

< Message edited by PaxMondo -- 8/10/2011 5:48:48 PM >


_____________________________

Pax

(in reply to oldman45)
Post #: 255
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/10/2011 6:03:51 PM   
Pascal_slith


Posts: 1651
Joined: 8/20/2003
From: back in Commiefornia
Status: offline
Sorry to ask this again, but could you clarify the AM/PM structure of Naval Search and its possible management per my previous post? Thanks, michaelm.

_____________________________

So much WitP and so little time to play.... :-(


(in reply to PaxMondo)
Post #: 256
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/10/2011 9:18:35 PM   
DaveConn

 

Posts: 254
Joined: 5/3/2001
From: Bainbridge Island, Washington
Status: offline
Don't know for sure, but I suspect that it might have something to do with the level of naval support in the port; is there a big naval HQ there?


quote:

ORIGINAL: PaxMondo

quote:

ORIGINAL: oldman45

Has anybody else noticed that major damage that usually need a shipyard to repair is being allowed to repair pier-side if there is a shipyard present in the port? I am not talking about 1 or 2 points, I have a couple of ships that are in port with 20+ major damage and the port will repair it with the ship sitting at the pier.

Haven't seen this, but I wasn't looking. Michael will want a save posted if you have one. I don't have any damaged ships right now in either of my test-beds, although I think I could arrange for some pretty quick if I needed.

quote:

quote:

ORIGINAL: oldman45

Has anybody else noticed that major damage that usually need a shipyard to repair is being allowed to repair pier-side if there is a shipyard present in the port? I am not talking about 1 or 2 points, I have a couple of ships that are in port with 20+ major damage and the port will repair it with the ship sitting at the pier.


Haven't seen this, but I wasn't looking. Michael will want a save posted if you have one. I don't have any damaged ships right now in either of my test-beds, although I think I could arrange for some pretty quick if I needed.

(in reply to PaxMondo)
Post #: 257
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/10/2011 10:32:30 PM   
oldman45


Posts: 2320
Joined: 5/1/2005
From: Jacksonville Fl
Status: offline
No, major damage has to be repaired in the ship yard if it exceeds a certain number, I think its 5.

_____________________________


(in reply to DaveConn)
Post #: 258
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/11/2011 12:31:33 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline

quote:

ORIGINAL: oldman45

No, major damage has to be repaired in the ship yard if it exceeds a certain number, I think its 5.

I think all major needs either a Shipyard or Repair Ship or tender of some sort. Repair ships can only repair up to 5 major max. But I'm not 100% on this either ....

_____________________________

Pax

(in reply to oldman45)
Post #: 259
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/11/2011 1:52:05 AM   
Klahn

 

Posts: 184
Joined: 5/8/2007
Status: offline

quote:

ORIGINAL: oldman45

No, major damage has to be repaired in the ship yard if it exceeds a certain number, I think its 5.


This isn't true. Small boats can have major damaged repaired pretty much anywhere.

Barges can also be repaired at regular ports.

Merchants below 1000 tons only require the port to be of a specific size. It doesn't matter if it has a shipyard or not. For example, a level 7 port can repair all major damage of merchant ships under 700 tons.

(in reply to oldman45)
Post #: 260
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/11/2011 5:06:12 AM   
oldman45


Posts: 2320
Joined: 5/1/2005
From: Jacksonville Fl
Status: offline
We are not talking about small craft here. Perhaps I should have been more specific. These are ships DD and larger including a CA that was in a port with a shipyard that was too small to repair the major damage but it repaired it anyway.

_____________________________


(in reply to Klahn)
Post #: 261
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/11/2011 11:09:04 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: oldman45

We are not talking about small craft here. Perhaps I should have been more specific. These are ships DD and larger including a CA that was in a port with a shipyard that was too small to repair the major damage but it repaired it anyway.

Any chance of a save to see what you mean?

_____________________________

Michael

(in reply to oldman45)
Post #: 262
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/11/2011 1:29:17 PM   
oldman45


Posts: 2320
Joined: 5/1/2005
From: Jacksonville Fl
Status: offline
Sadly no. I was simply docking them to stabilize the damage and planned to move them to a larger shipyard at a later date. I went back to move them and noticed they were repaired. I will be more attentive because I am sure it will happen again.

_____________________________


(in reply to michaelm75au)
Post #: 263
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/12/2011 3:40:11 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
I am wondering if something is odd with the repair routines also.
I have seen several ships where the repair time is quicker pierside than with a repair ship or shipyard.


< Message edited by seydlitz -- 8/12/2011 4:44:49 AM >

(in reply to oldman45)
Post #: 264
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/12/2011 5:09:25 AM   
jmalter

 

Posts: 1673
Joined: 10/12/2010
Status: offline
imo "repair ship" repairs are often slower, i only use that option when a client's damage can't be repaired completely in Readiness or Pierside mode. sometimes, an AR-aided repair will fix the major damage, & i can send the client back to the pier to complete, saving a day or two of repair-time in the process.

(in reply to seydlitz_slith)
Post #: 265
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/12/2011 5:48:45 AM   
Bradley7735


Posts: 2073
Joined: 7/12/2004
Status: offline

quote:

ORIGINAL: seydlitz

I am wondering if something is odd with the repair routines also.
I have seen several ships where the repair time is quicker pierside than with a repair ship or shipyard.



Pierside can be faster than shipyard. If you have a lot of naval support, or a fleet HQ in the base, Pierside is generally quicker. Shipyard is required for certain size ships and large amounts of permanent damage. Pierside is preferred if the repairs qualify.

Repair ships are generally the slowest. use them near the front lines to give emergency repairs on important ships. Use them in the back water ports to reduce demand on your pierside or shipyard space.

I'm fairly certain this is WAD.

_____________________________

The older I get, the better I was.

(in reply to seydlitz_slith)
Post #: 266
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/12/2011 3:54:42 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline

quote:

ORIGINAL: Bradley7735

Pierside can be faster than shipyard. If you have a lot of naval support, or a fleet HQ in the base, Pierside is generally quicker. Shipyard is required for certain size ships and large amounts of permanent damage. Pierside is preferred if the repairs qualify.

Repair ships are generally the slowest. use them near the front lines to give emergency repairs on important ships. Use them in the back water ports to reduce demand on your pierside or shipyard space.

I'm fairly certain this is WAD.

+1

Agree with everything you said and it is exactly how it works in my games.

_____________________________

Pax

(in reply to Bradley7735)
Post #: 267
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/12/2011 8:03:29 PM   
Jzanes

 

Posts: 471
Joined: 11/18/2004
Status: offline
I have a bug where I can't load troops onto ships.

I tried to attach a .zip with a save from my game but the file is too large to attach even here in the tech support forum (over 5MB due to it being a late war turn). This save is from a game using version 1108p7 using the expanded pilot array (WITPAEMP.exe) However, I was also seeing the same problem with the previous version 1108p6 and was hoping it'd go away after patching.

PM if there's anyway to post it here or email it to tech support.

Once you have the file, to see my problem, go to Sidate (Celebes next to Manado) and form an amphibious TF. When you click to load troops, all the ground units are greyed out and noted as "not in combat mode". Actually all the units are in combat mode. I even manually went thru and changed all the units to other modes and back to combat mode but am still unable to load troops.

Another example of the problem is at Pantar (near Koepang on Timor). When you form an amphibious TF here, you can load all the units except the 8th Australian Divsion. Again, it says that the Aus Division isn't in combat mode but it is.

PM for password if needed.

thanx in advance.

jason.

(in reply to PaxMondo)
Post #: 268
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/12/2011 9:10:20 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
Is it possible you are just trying to load more in one turn than the "port size" will allow?..Maybe it will allow the load when there is room to load??

_____________________________




(in reply to Jzanes)
Post #: 269
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/12/2011 9:11:49 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline

quote:

ORIGINAL: Jzanes

I have a bug where I can't load troops onto ships.

I tried to attach a .zip with a save from my game but the file is too large to attach even here in the tech support forum (over 5MB due to it being a late war turn). This save is from a game using version 1108p7 using the expanded pilot array (WITPAEMP.exe) However, I was also seeing the same problem with the previous version 1108p6 and was hoping it'd go away after patching.

PM if there's anyway to post it here or email it to tech support.

Once you have the file, to see my problem, go to Sidate (Celebes next to Manado) and form an amphibious TF. When you click to load troops, all the ground units are greyed out and noted as "not in combat mode". Actually all the units are in combat mode. I even manually went thru and changed all the units to other modes and back to combat mode but am still unable to load troops.

Another example of the problem is at Pantar (near Koepang on Timor). When you form an amphibious TF here, you can load all the units except the 8th Australian Divsion. Again, it says that the Aus Division isn't in combat mode but it is.

PM for password if needed.

thanx in advance.

jason.



What is your "command" setting?

_____________________________




(in reply to Jzanes)
Post #: 270
Page:   <<   < prev  7 8 [9] 10 11   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part) Page: <<   < prev  7 8 [9] 10 11   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.531